| Index: media/filters/pipeline_controller.cc
|
| diff --git a/media/filters/pipeline_controller.cc b/media/filters/pipeline_controller.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..a170ab29062801b4049309c6a9a425f3770c5a3c
|
| --- /dev/null
|
| +++ b/media/filters/pipeline_controller.cc
|
| @@ -0,0 +1,235 @@
|
| +// Copyright 2016 The Chromium Authors. All rights reserved.
|
| +// Use of this source code is governed by a BSD-style license that can be
|
| +// found in the LICENSE file.
|
| +
|
| +#include "media/filters/pipeline_controller.h"
|
| +
|
| +#include "base/bind.h"
|
| +#include "base/bind_helpers.h"
|
| +#include "build/build_config.h"
|
| +#include "media/filters/chunk_demuxer.h"
|
| +
|
| +namespace media {
|
| +
|
| +PipelineController::PipelineController(
|
| + Pipeline* pipeline,
|
| + const RendererFactoryCB& renderer_factory_cb,
|
| + const SeekedCB& seeked_cb,
|
| + const SuspendedCB& suspended_cb,
|
| + const PipelineStatusCB& error_cb)
|
| + : pipeline_(pipeline),
|
| + renderer_factory_cb_(renderer_factory_cb),
|
| + seeked_cb_(seeked_cb),
|
| + suspended_cb_(suspended_cb),
|
| + error_cb_(error_cb) {
|
| + DCHECK(pipeline_);
|
| + DCHECK(!renderer_factory_cb_.is_null());
|
| + DCHECK(!seeked_cb_.is_null());
|
| + DCHECK(!suspended_cb_.is_null());
|
| + DCHECK(!error_cb_.is_null());
|
| +}
|
| +
|
| +PipelineController::~PipelineController() {}
|
| +
|
| +// TODO(sandersd): Move ChunkDemuxer API to Demuxer so that Pipeline can
|
| +// implement all of this.
|
| +// TODO(sandersd): If there is a pending suspend, don't call pipeline_.Start()
|
| +// until Resume().
|
| +void PipelineController::Start(
|
| + ChunkDemuxer* chunk_demuxer,
|
| + Demuxer* demuxer,
|
| + bool is_streaming,
|
| + const base::Closure& ended_cb,
|
| + const PipelineMetadataCB& metadata_cb,
|
| + const BufferingStateCB& buffering_state_cb,
|
| + const base::Closure& duration_change_cb,
|
| + const AddTextTrackCB& add_text_track_cb,
|
| + const base::Closure& waiting_for_decryption_key_cb) {
|
| + DCHECK(state_ == State::CREATED);
|
| +
|
| + // Once the pipeline is started, we want to call the seeked callback but
|
| + // without a time update.
|
| + pending_seeked_ = true;
|
| + state_ = State::STARTING;
|
| +
|
| + chunk_demuxer_ = chunk_demuxer;
|
| + is_streaming_ = is_streaming;
|
| + pipeline_->Start(demuxer, renderer_factory_cb_.Run(), ended_cb, error_cb_,
|
| + base::Bind(&PipelineController::OnPipelineStatus,
|
| + AsWeakPtr(), State::PLAYING),
|
| + metadata_cb, buffering_state_cb, duration_change_cb,
|
| + add_text_track_cb, waiting_for_decryption_key_cb);
|
| +}
|
| +
|
| +void PipelineController::Seek(base::TimeDelta time, bool time_updated) {
|
| + // It would be slightly more clear to set this in Dispatch(), but we want to
|
| + // be sure it gets updated even if the seek is elided.
|
| + if (time_updated)
|
| + pending_time_update_ = true;
|
| + pending_seeked_ = true;
|
| +
|
| + // If we are already seeking to |time|, just clear any pending seek. This does
|
| + // not apply to MSE because the underlying buffer could have been changed
|
| + // between the seek calls.
|
| + // TODO(sandersd): The underlying buffer could also have changed for
|
| + // File objects, but WMPI is also broken in that case (because it caches).
|
| + if ((state_ == State::SEEKING || state_ == State::RESUMING) &&
|
| + seek_time_ == time && !chunk_demuxer_) {
|
| + pending_seek_ = false;
|
| + return;
|
| + }
|
| +
|
| + pending_seek_time_ = time;
|
| + pending_seek_ = true;
|
| + Dispatch();
|
| +}
|
| +
|
| +// TODO(sandersd): It may be easier to use this interface if |suspended_cb_| is
|
| +// executed when Suspend() is called while already suspended.
|
| +void PipelineController::Suspend() {
|
| + pending_resume_ = false;
|
| + if (state_ != State::SUSPENDING && state_ != State::SUSPENDED) {
|
| + pending_suspend_ = true;
|
| + Dispatch();
|
| + }
|
| +}
|
| +
|
| +void PipelineController::Resume() {
|
| + pending_suspend_ = false;
|
| + if (state_ == State::SUSPENDING || state_ == State::SUSPENDED) {
|
| + pending_resume_ = true;
|
| + Dispatch();
|
| + }
|
| +}
|
| +
|
| +bool PipelineController::IsStable() {
|
| + return (state_ == State::PLAYING);
|
| +}
|
| +
|
| +bool PipelineController::IsSuspended() {
|
| + return (state_ == State::SUSPENDED);
|
| +}
|
| +
|
| +void PipelineController::OnPipelineStatus(State state,
|
| + PipelineStatus pipeline_status) {
|
| + if (pipeline_status != PIPELINE_OK) {
|
| + error_cb_.Run(pipeline_status);
|
| + return;
|
| + }
|
| +
|
| + state_ = state;
|
| +
|
| + // Start(), Seek(), or Resume() completed; we can be sure that
|
| + // |chunk_demuxer_| got the seek it was waiting for.
|
| + if (state == State::PLAYING)
|
| + waiting_for_seek_ = false;
|
| +
|
| + // Sadly we need to signal this state change via a possibly reentrant
|
| + // callback. Keep in mind that the state may change inside the callback!
|
| + // (In particular, it must be safe to call Dispatch() twice in a row here.)
|
| + if (state == State::SUSPENDED)
|
| + suspended_cb_.Run();
|
| +
|
| + Dispatch();
|
| +}
|
| +
|
| +// Note: Dispatch() may be called re-entrantly (by callbacks internally) or
|
| +// twice in a row (by OnPipelineStatus()).
|
| +void PipelineController::Dispatch() {
|
| + // Suspend/resume transitions take priority because seeks before a suspend
|
| + // are wasted, and seeks after can be merged into the resume operation.
|
| + if (pending_suspend_ && state_ == State::PLAYING) {
|
| + pending_suspend_ = false;
|
| + state_ = State::SUSPENDING;
|
| + pipeline_->Suspend(base::Bind(&PipelineController::OnPipelineStatus,
|
| + AsWeakPtr(), State::SUSPENDED));
|
| + return;
|
| + }
|
| +
|
| + if (pending_resume_ && state_ == State::SUSPENDED) {
|
| + // If there is a pending seek, resume to that time instead.
|
| + if (pending_seek_) {
|
| + seek_time_ = pending_seek_time_;
|
| + pending_seek_ = false;
|
| + } else {
|
| + seek_time_ = pipeline_->GetMediaTime();
|
| + }
|
| +
|
| + // Unless the media is streaming, in which case we resume at the start
|
| + // because seeking doesn't work well.
|
| + if (is_streaming_ && !seek_time_.is_zero()) {
|
| + seek_time_ = base::TimeDelta();
|
| +
|
| + // In this case we want to make sure that the controls get updated
|
| + // immediately, so we don't try to hide the seek.
|
| + pending_time_update_ = true;
|
| + }
|
| +
|
| + // Tell |chunk_demuxer_| to expect our resume.
|
| + if (chunk_demuxer_) {
|
| + DCHECK(!waiting_for_seek_);
|
| + chunk_demuxer_->StartWaitingForSeek(seek_time_);
|
| + waiting_for_seek_ = true;
|
| + }
|
| +
|
| + pending_resume_ = false;
|
| + state_ = State::RESUMING;
|
| + pipeline_->Resume(renderer_factory_cb_.Run(), seek_time_,
|
| + base::Bind(&PipelineController::OnPipelineStatus,
|
| + AsWeakPtr(), State::PLAYING));
|
| + return;
|
| + }
|
| +
|
| + // |chunk_demuxer_| supports aborting seeks. Make use of that when we have
|
| + // other pending operations.
|
| + if ((pending_seek_ || pending_suspend_) && waiting_for_seek_) {
|
| + CHECK(chunk_demuxer_);
|
| +
|
| + // If there is no pending seek, return the current seek to pending status.
|
| + if (!pending_seek_) {
|
| + pending_seek_time_ = seek_time_;
|
| + pending_seek_ = true;
|
| + }
|
| +
|
| + // CancelPendingSeek() may be reentrant, so update state first and return
|
| + // immediately.
|
| + waiting_for_seek_ = false;
|
| + chunk_demuxer_->CancelPendingSeek(pending_seek_time_);
|
| + return;
|
| + }
|
| +
|
| + // Ordinary seeking.
|
| + if (pending_seek_ && state_ == State::PLAYING) {
|
| + seek_time_ = pending_seek_time_;
|
| +
|
| + // Tell |chunk_demuxer_| to expect our seek.
|
| + if (chunk_demuxer_) {
|
| + DCHECK(!waiting_for_seek_);
|
| + waiting_for_seek_ = true;
|
| + chunk_demuxer_->StartWaitingForSeek(seek_time_);
|
| + }
|
| +
|
| + pending_seek_ = false;
|
| + state_ = State::SEEKING;
|
| + pipeline_->Seek(seek_time_,
|
| + base::Bind(&PipelineController::OnPipelineStatus,
|
| + AsWeakPtr(), State::PLAYING));
|
| + return;
|
| + }
|
| +
|
| + // If |state_| is PLAYING and we didn't trigger an operation above then we
|
| + // are in a stable state. If there is a seeked callback pending, emit it.
|
| + if (state_ == State::PLAYING) {
|
| + if (pending_seeked_) {
|
| + // |seeked_cb_| may be reentrant, so update state first and return
|
| + // immediately.
|
| + pending_seeked_ = false;
|
| + bool was_pending_time_update = pending_time_update_;
|
| + pending_time_update_ = false;
|
| + seeked_cb_.Run(was_pending_time_update);
|
| + return;
|
| + }
|
| + }
|
| +}
|
| +
|
| +} // namespace media
|
|
|